Can I have feedback for this please? Everything behind the pillars isn't done, so please do not refer to it. I'm asking feedback for the whole front part.
-Snippy-
It's HUGE. Like, why so big? The block variation is nice, but the size... maybe smaller?
I'm sorry for putting you through the trials of random loot- it can be vexing, but only if you let it. I included random loot for two main reasons:
1. It was a huge time-saver. While I was making SA, I had a lot of stuff going on in my life which didn't exist when I had started it. I didn't let the map suffer for it, or at least I didn't let its aesthetics suffer. The map's looks still stand up against the newer maps you'll find today.
2. It suits my own style of gameplay. I dislike grinding, but like hurling myself into a pile of enemies, depending upon my quick thinking and motor skills, slashing with a sword I picked up a second ago. I die plenty but have a laugh doing so.
You've just got to be able to glance at a chest and pick up things which could be useful, discarding those which aren't. I planned the map that way, to an extent, but the time factor did kick in, as stated above.
Hehe. No worries Krose, Random Loot bothers me a lot less than others.
My playstyle also dislikes grinding, that's why I enjoyed the Monster Hunter Mechanic in Arachnapocalypse, because you gain the resources you needed as you played.
Community question:
What do you think about how certain mapmakers just make cave-esque themes in their maps simply because it's easier to create?
My answer:
Personally, I just see it as pure laziness. Cave maps are easier to create because it's easier to create something pretty when the player has something all around him and not just below and sometimes beside him, and it's easier to make in MCedit. I'm definitely not saying that every cave map is made by a lazy mapmaker, but what I am saying is that I see it as just stupid laziness how certain mapmakers decide to do it just because it's easier.
Extra note: To be clear I'll say this once again, I do not think that every cave map is a cave map because of laziness. Maps such as Dreadsky Depths (which I just sorta realized "DreadskyDepths",srsly Drago?), Septum Immoriel, UT3, ED3, and many more are good cave maps (even though ED3 and Septum Immoriel are only partially a cave maps) that are cave maps because of the theme and not because of laziness.
Personally, while I might be biased because The Painter fits your description (cave format without it tying into the theme/story), I personally don't mind it if it's executed well. "Cave" maps aren't always easier to make than open ones. Yes, freestanding natural formations are tougher to create than hollowed out caves, but in caves you have to worry about making the walls and ceilings look good instead of just the floors. I don't really see it as "lazy", either. A map can be very lazily made even if it isn't cave-styled, and at the same time a cave-styled map can be amazing.
I'm definitely not saying that every cave map is made by a lazy mapmaker, but what I am saying is that I see it as just stupid laziness how certain mapmakers decide to do it just because it's easier.
I'll go ahead and say it. About 90% of the reason I made The Painter in a cave-style setup instead of a freestanding, open one was because it's easier. At the time I was a new mapmaker, starting my first serious attempt at a full-size map. I didn't want to put too much pressure on myself right away. And there's still not a lot of open-sky in the map. There is not a single area that is entirely open, and open-sky is only present in the immediate spawn, the monument, and parts of four wool areas (two of those being very small).
And I'm glad I did it that way, because I've learned a TON about aesthetics since the beginnings of my map's creation. Now I actually feel ready to include more open environments in my second map. Yes, there will still be cave-like areas, but the map is definitely not going to all be cave-esque.
Community question:
What do you think about how certain mapmakers just make cave-esque themes in their maps simply because it's easier to create?
...Maps such as Dreadsky Depths (which I just sorta realized "DreadskyDepths",srsly Drago?)
Srsly what?
I knew there would be some confusion over the name. Dreadsky is my all-encompassing name for the world my maps take place in, and it's meant to be a place of constant change, with unseen beings coming in and out of existence to shape the world at their will. I have a lore book at the beginning of Depths, similar to the one at the beginning of Isles, explaining how and why this map takes place underground, as well as how people inhabited the caves.
As for your question, I really haven't ever felt like people make cave maps due to laziness. If that's their reason and the areas they use work in cave maps, then I'm fine with it. Really it's not my place to judge why someone chooses a certain approach to mapping.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Ok can i be the first to say that, should Mojang allow you to add custom sounds in resource packs, instead of just replacing the ones already in the game, I am totally going to have my maps fully voice acted by Morgan Freeman.
Can I have feedback for this please? Everything behind the pillars isn't done, so please do not refer to it. I'm asking feedback for the whole front part.
-snip-
Well... It's absolutely massive. Like, excessively massive. I think that the size of the pillars compared to the size of the building isn't very good. Perhaps you could make the building smaller, and make thicker pillars that stand out. The quartz is nice, but I think there's way to much white.
Ok can i be the first to say that, should Mojang allow you to add custom sounds in resource packs, instead of just replacing the ones already in the game, I am totally going to have my maps fully voice acted by Morgan Freeman.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/6/2013
Posts:
540
Minecraft:
PyroDraconis
Member Details
Okay, so I've decided I would try and think differently when I play CTM's in the future. Its the way I think I've allready heard of a lot, and so this could very well seem obvious, but I was finally able to put it in words I connected with-With most CTM maps, as long as you have some renewable source of equipment, you should NOT think of it as a map you have to beat.
At least for me, thinking this way leads to rage when my "Conquering flow" as I call it, or that flow of moving through the map quickly is interrupted by death and having to heavily re- gear.Instead, you (or maybe I, ), should think of a CTM map as a different type of survival world. Thus, your main objective is to build something, or live in the world, etc. In order to build the monument (in the survival world it would be, say, your base), you have to conquer dungeons (in survival, this would be caving). When you can no longer conquer dungeons/caves, or when you die in them, you simply live in the world until your geared again. You don't constantly think about beating the area, you just think about it like a normal minecraft player thinks of beating a cave. Both are conquerable, and both have prizes at the end.
Admitably it might be harder to do this in a CTM because the prize there seems larger, and your flow is there. But I think, at least for me, the way you play should be less like an adventure map, and more like a survival world. Though I think this is what people like Vechs have been trying to tell me (not personally of course) all along, except its only now I was able to understand.
One more thing I just thought of- I f that doesn't entirely work, I may look to Leauge of Legends videos. Yes, you heard that right. Let me explain- back when I played league of legends, I really liked the inspirational videos- thoughtful stuff is my thing. One of the largest problems dealt with in league was, as many of you probably know, rage. And boy oh boy have I found some good videos on how LoL players have dealt with it. One example being, never play more than two losses in a day. For our case, that could mean "never lose all your gear twice in a day and keep playing". (If you want I can link you the main channels I'm thinking of).
The Meaning of Life, the Universe, and Everything.
Join Date:
1/6/2013
Posts:
540
Minecraft:
PyroDraconis
Member Details
Also, again, sorry if my formats aren't very good. Every time I edit a post ALL of my spacing (aside from single space bar clicks) goes away, so its hard to constantly fix. It only happens here though, so I think its a site/computer interaction bug that I can't do anything about.
Have you played Waking Up? IIRC, that was fairly well-balanced. Also, re: pic: Nnnnnnnno. Looks too cylindrical, like you used a ellipsoid brush a bunch of times in MCEdit.
Waking Up is likely one of the best examples of Random Loot because of how it was designed - Each area had it's own specific random loot tables, and still had many hand-placed pieces of loot. Chests were not overwhelming, nor overfilled, and since Vechs used slots as well, items didn't look random-looted, like Inferno Mines.
It made for a really enjoyable experience, inside one of his best-designed maps, to be honest.
Can I have feedback for this please? Everything behind the pillars isn't done, so please do not refer to it. I'm asking feedback for the whole front part.
Haha, look, it's a pantheon
Main criticism is that the stairs have a monotone look. I'm guessing that block variation will look stupid on stairs, so try adding a little design motif or just try and make the stairs smaller (that is not going to be fun climb).
Also, maybe a little less bright, that's a lot of stark white in my face. Redstone torches for a dimmer light, maybe?
Anybody have feedback on this? I'm gonna build a kewl castle here later.
-snip-
It does look pretty cool, but the left side feels empty compared to the right, because the right has the large dirt/stone arches. I'd recommend adding an arch to the left side and slightly eroding the flat part (the higher one). Other than that, this is really impressive. Where will the castle go on here?
Okay, editing my last post won't work for some reason, but I did some basic work on the castle and would like feedback and ideas on it. I'm thinking of adding houses, aqueducts, ponds, gardens and more towers.
How in the name of hell do you work so fast..... and what tools do you use and in what manner do you use them?
And still, it looks awesome as always. I can't really think of anything other than what you already said that would make it look better.
Every screenshot you post looks better and better!
I tried again. Better than last time?
(I'm talking about the shapes, don't tell me about block variation and such!)
There are two things that keep this from being pretty:
1. You have one single texture, and one single color. You can keep it gray if you want, but just stonebrick on its own looks ugly. Try mixing in smooth stone, or cobble, or circled stonebrick.
2. You need to show more than just this small sky light bit. The skylight on its own is not what the player will look at. Show us where the player will actually be walking in addition to this bit.
And as a third side tip, make the rim of this hole less flat. Normal sinkholes in real life don't have a determined cut off point
So many possibilites, I love this. Maybe I'm even going to use it for my other secret project.
It's HUGE. Like, why so big? The block variation is nice, but the size... maybe smaller?
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Hehe. No worries Krose, Random Loot bothers me a lot less than others.
My playstyle also dislikes grinding, that's why I enjoyed the Monster Hunter Mechanic in Arachnapocalypse, because you gain the resources you needed as you played.
Special thanks to Axl Rosie for the sig.
Personally, while I might be biased because The Painter fits your description (cave format without it tying into the theme/story), I personally don't mind it if it's executed well. "Cave" maps aren't always easier to make than open ones. Yes, freestanding natural formations are tougher to create than hollowed out caves, but in caves you have to worry about making the walls and ceilings look good instead of just the floors. I don't really see it as "lazy", either. A map can be very lazily made even if it isn't cave-styled, and at the same time a cave-styled map can be amazing.
I'll go ahead and say it. About 90% of the reason I made The Painter in a cave-style setup instead of a freestanding, open one was because it's easier. At the time I was a new mapmaker, starting my first serious attempt at a full-size map. I didn't want to put too much pressure on myself right away. And there's still not a lot of open-sky in the map. There is not a single area that is entirely open, and open-sky is only present in the immediate spawn, the monument, and parts of four wool areas (two of those being very small).
And I'm glad I did it that way, because I've learned a TON about aesthetics since the beginnings of my map's creation. Now I actually feel ready to include more open environments in my second map. Yes, there will still be cave-like areas, but the map is definitely not going to all be cave-esque.
I knew there would be some confusion over the name. Dreadsky is my all-encompassing name for the world my maps take place in, and it's meant to be a place of constant change, with unseen beings coming in and out of existence to shape the world at their will. I have a lore book at the beginning of Depths, similar to the one at the beginning of Isles, explaining how and why this map takes place underground, as well as how people inhabited the caves.
As for your question, I really haven't ever felt like people make cave maps due to laziness. If that's their reason and the areas they use work in cave maps, then I'm fine with it. Really it's not my place to judge why someone chooses a certain approach to mapping.
Yes.
@Infamy
Yes.
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Well... It's absolutely massive. Like, excessively massive. I think that the size of the pillars compared to the size of the building isn't very good. Perhaps you could make the building smaller, and make thicker pillars that stand out. The quartz is nice, but I think there's way to much white.
Yes please.
At least for me, thinking this way leads to rage when my "Conquering flow" as I call it, or that flow of moving through the map quickly is interrupted by death and having to heavily re- gear.Instead, you (or maybe I, ), should think of a CTM map as a different type of survival world. Thus, your main objective is to build something, or live in the world, etc. In order to build the monument (in the survival world it would be, say, your base), you have to conquer dungeons (in survival, this would be caving). When you can no longer conquer dungeons/caves, or when you die in them, you simply live in the world until your geared again. You don't constantly think about beating the area, you just think about it like a normal minecraft player thinks of beating a cave. Both are conquerable, and both have prizes at the end.
Admitably it might be harder to do this in a CTM because the prize there seems larger, and your flow is there. But I think, at least for me, the way you play should be less like an adventure map, and more like a survival world. Though I think this is what people like Vechs have been trying to tell me (not personally of course) all along, except its only now I was able to understand.
One more thing I just thought of- I f that doesn't entirely work, I may look to Leauge of Legends videos. Yes, you heard that right. Let me explain- back when I played league of legends, I really liked the inspirational videos- thoughtful stuff is my thing. One of the largest problems dealt with in league was, as many of you probably know, rage. And boy oh boy have I found some good videos on how LoL players have dealt with it. One example being, never play more than two losses in a day. For our case, that could mean "never lose all your gear twice in a day and keep playing". (If you want I can link you the main channels I'm thinking of).
Waking Up is likely one of the best examples of Random Loot because of how it was designed - Each area had it's own specific random loot tables, and still had many hand-placed pieces of loot. Chests were not overwhelming, nor overfilled, and since Vechs used slots as well, items didn't look random-looted, like Inferno Mines.
It made for a really enjoyable experience, inside one of his best-designed maps, to be honest.
Haha, look, it's a pantheon
Main criticism is that the stairs have a monotone look. I'm guessing that block variation will look stupid on stairs, so try adding a little design motif or just try and make the stairs smaller (that is not going to be fun climb).
Also, maybe a little less bright, that's a lot of stark white in my face. Redstone torches for a dimmer light, maybe?
I really like the top arch, thats what most grabs my attention, mainly due to the vines. Not sure otherwise though.
It does look pretty cool, but the left side feels empty compared to the right, because the right has the large dirt/stone arches. I'd recommend adding an arch to the left side and slightly eroding the flat part (the higher one). Other than that, this is really impressive. Where will the castle go on here?
In my opinion, this looks pretty good. Also is this just testing or for an actual area?
How in the name of hell do you work so fast..... and what tools do you use and in what manner do you use them?
And still, it looks awesome as always. I can't really think of anything other than what you already said that would make it look better.
Definitely better. What are you planning on doing with this area? It seems too small to be anything but a skylight.
There are two things that keep this from being pretty:
1. You have one single texture, and one single color. You can keep it gray if you want, but just stonebrick on its own looks ugly. Try mixing in smooth stone, or cobble, or circled stonebrick.
2. You need to show more than just this small sky light bit. The skylight on its own is not what the player will look at. Show us where the player will actually be walking in addition to this bit.
And as a third side tip, make the rim of this hole less flat. Normal sinkholes in real life don't have a determined cut off point
The correct term for Zen master Xhen would be Goomoose, as he's a hybrid between a goose and a moose.